Fire Emblem Heroes Skills are unique abilities that your characters can learn, these abilities can inflict more damage to enemy units and are mostly triggered automatically. You can learn these skills by consuming SP (Skill Points). These Points are earned from Leveling UP and defeating enemies.

You Heroes can learn these abilities by consuming SP (Fire Emblem Heroes Skill Points). These Points are earned from Leveling UP and defeating enemies.

(Note: Using the Trainer Tower you can level up your Characters faster.)

Heroes Skills

Weapon SkillsWeapon Skill Determines the Power and Range of normal attacks. These are the most frequently used moves out of the types.

Weapon

Pow.

Rng.

Effect

Fólkvangr

16

1

Grants Atk+5 at start of turn if HP<=50%

Falchion

16

1

Effective against dragons. At the start of every third turn, unit recovers 10 HP.

Sword of Seals

16

1

Bestows Def+2 and Res+2 upon its wielder.

Yato

16

1

Grants Spd+4

Durandal

16

1

Attack+5 if initiating attack.

Raijinto

16

1

Enables counterattack regardless of distance if this unit is attacked.

If unit’s HP ≥ 50% in combat against a dagger user, unit makes a follow-up attack and foe cannot.

Daggerbreaker 2

If unit’s HP ≥ 70% in combat against a dagger user, unit makes a follow-up attack and foe cannot.

Daggerbreaker 1

If unit’s HP ≥ 90% in combat against a dagger user, unit makes a follow-up attack and foe cannot.

Close Counter

Enables unit to counterattack regardless of distance to attacker.

Breath of Life 3

If unit initiates attack, adjacent allies recover 7 HP after combat.

Breath of Life 2

If unit initiates attack, adjacent allies recover 5 HP after combat.

Breath of Life 1

If unit initiates attack, adjacent allies recover 3 HP after combat.

Brash Assault 3

Unit automatically makes a follow-up when at HP < 50% and attacking a foe that can counter.

Brash Assault 2

Unit automatically makes a follow-up when at HP < 40% and attacking a foe that can counter.

Brash Assault 1

Unit automatically makes a follow-up when at HP < 30% and attacking a foe that can counter.

Bowbreaker 3

If unit’s HP ≥ 50% in combat against a bow user, unit makes a follow-up attack and foe cannot.

Bowbreaker 2

If unit’s HP ≥ 70% in combat against a bow user, unit makes a follow-up attack and foe cannot.

Bowbreaker 1

If unit’s HP ≥ 90% in combat against a bow user, unit makes a follow-up attack and foe cannot.

Axebreaker 3

If unit’s HP ≥ 50% in combat against an axe user, unit makes a follow-up attack and the foe cannot.

Axebreaker 2

If unit’s HP ≥ 70% in combat against an axe user, unit makes a follow-up attack and the foe cannot.

Axebreaker 1

If unit’s HP ≥ 90% in combat against an axe user, unit makes a follow-up attack and the foe cannot.

Attack +3

Grants Atk+3.

Attack +2

Grants Atk+2.

Attack +1

Grants Atk+1.

Armored Blow 3

Grants Def+6 druing combat if unit initiates the attack.

Armored Blow 2

Grants Def+4 druing combat if unit initiates the attack.

Armored Blow 1

Grants Def+2 druing combat if unit initiates the attack.

Special Skill

These Fire Emblem Heroes Skills unleash attacks that are stronger than normal attacks and can vary in multiple ranges.

Title

Effect

Vengance

Grants bonus to damage dealt equal to 50% of damage suffered.

Swift-Winds Balm

When healing an ally with a staff, grants all allies Spd+4 for 1 turn.

Solid-Earth Balm

When healing an ally with a staff, grants all allies Def+4 for 1 turn.

Sol

Heal 50% of damage dealt

Sacred Cowl

Reduces damage inflicted by attacks from foes 2 spaces away by 30%

Rising Wind

Before combat this unit initiates, foes in an area near target take damage equal to (unit’s Atk minus foe’s Def or Res).

Rising Light

Before combat this unit initiates, foes in an area near target take damage equal to (unit’s Atk minus foe’s Def or Res).

Rising Flame

Before combat this unit initiates, foes in an area near target take damage equal to (unit’s Atk minus foe’s Def or Res).

Retribution

Grants bonus to damage dealt equal to 30% of damage suffered.

Reprisal

Grants bonus to damage dealt equal to 30% of damage suffered.

Pavise

Reduces damage inflicted by attacks from adjacent foes by 50%.

Noontime

Heals 30% of damage dealt

Night Sky

Grant +50% to damage dealt

New Moon

Resolve combat as if foe suffered Def/Res-30%

Moonbow

Resolve combat as if foe suffered Def/Res-30%.

Miracle

If HP > 1, survive a lethal attack with 1 HP remaining.

Luna

Resolve combat as if foe suffered Def/Res-50%

Kindled-Fire Balm

When healing an ally with a staff, grants all allies Atk +4 for 1 turn

Imbue

When healing an ally with a staff, increases recovered HP by 10.

Ignis

Boosts damage dealt by 80% of unit’s DEF.

Iceberg

Boosts damage dealt by 50% of unit’s Res.

Holy Vestments

Reduces damage inflicted by attacks from foes 2 spaces away by 30%.

Heavenly Light

When healing an ally with a staff, all other allies recover 10 HP.

Growing Wind

Before combat this unit initiates, foes in a wide area around the target take damage equal to (unit’s Atk minus foe’s Def or Res).

Growing Light

Before combat this unit initiates, foes in a wide area near target take damage equal to (unit’s Atk – foe’s Def or Res)

Growing Flame

Before combat this unit initiates, foes in a wide area around target take damage equal to (unit’s Atk minus foe’s Def or Res).

Glowing Ember

Boosts damage dealt by 50% of unit’s Def

Glimmer

Grants 50% to damage dealt.

Glacies

Boosts damage dealt by 80% of unit’s res

Galeforce

If this unit initiates an attack, it can take another action after combat. (Once per turn only.)

Escutcheon

Inflicts Atk-5 on foes within 2 spaces through their next actions at the start of each turn.

Dragon Gaze

Atk +30%

Dragon Fang

Grants +50% to Atk.

Draconic Aura

Atk +30%

Daylight

Heal 30% of damage dealt

Chilling Wind

Boosts damage dealt by 50% of unit’s res

Buckler

Reduces damage inflicted by attacks from adjacent foes by 30%.

Bonfire

Boosts damage dealt by 50% of unit’s Def

Blazing Wind

Before combat this unit initiates, foes in an area near target take damage equal to 1.5x (unit’s Atk minus foe’s Def or Res).

Blazing Light

Before combat this unit initiates, foes in an area near target take damage equal to 1.5 x (unit’s Atk minus foe’s Def or Res).

Blazing Flame

Before combat this unit initiates, foes in an area near target
take damage equal to 1.5 x (unit’s ATK minus foe’s DEF or RES).

Astra

Grant +150% to damage dealt

Aether

Resolve combat as if foe sufferd Def/Res-50%.

Unit recovers HP=half damage dealt.

Aegis

Reduces damage inflicted by attacks from foes 2 spaces away by 50%.

Command Skills

Commands are supplementary action Fire Emblem Heroes skills other than attacks that do damage. These tend to be Stat Buffing effects and Recovery/Ressurection, there are also those that weaken the enemy units stats.

Title

Effect

Swap

Swap places with an adjacent ally.

Smite

Push adjacent ally 2 spaces farther away.

Sing

Enables target to take another action. Cannot be used on units with Sing or Dance

Shove

Push adjacent ally 1 space farther away.

Reposition

Moves adjacent ally to opposite side of unit.

Rehabilitate

Restores 7 HP or more the further below 50% the target’s HP is.
Slows special trigger (cooldown count+1).

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